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    @license twgl.js Copyright (c) 2015, Gregg Tavares All Rights Reserved.
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    <title>twgl.js - amd compiled</title>
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      body {
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          font-family: monospace;
      }
      canvas {
          display: block;
          width: 100vw;
          height: 100vh;
      }
      #b {
        position: absolute;
        top: 10px;
        width: 100%;
        text-align: center;
        z-index: 2;
      }
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    <canvas id="c"></canvas>
    <div id="b"><a href="http://twgljs.org">twgl.js</a> - <a href="http://requirejs.org">amd</a> compiled</div>
  </body>
  <script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;

attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;

varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

void main() {
  v_texCoord = a_texcoord;
  v_position = (u_worldViewProjection * a_position);
  v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
  v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
  v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
  gl_Position = v_position;
}
  </script>
  <script id="fs" type="notjs">
precision mediump float;

varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;

uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;

vec4 lit(float l ,float h, float m) {
  return vec4(1.0,
              abs(l),//max(l, 0.0),
              (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
              1.0);
}

void main() {
  vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
  vec3 a_normal = normalize(v_normal);
  vec3 surfaceToLight = normalize(v_surfaceToLight);
  vec3 surfaceToView = normalize(v_surfaceToView);
  vec3 halfVector = normalize(surfaceToLight + surfaceToView);
  vec4 litR = lit(dot(a_normal, surfaceToLight),
                    dot(a_normal, halfVector), u_shininess);
  vec4 outColor = vec4((
  u_lightColor * (diffuseColor * litR.y +
                u_specular * litR.z * u_specularFactor)).rgb,
      diffuseColor.a);
  gl_FragColor = outColor;
}
  </script>
  <script data-main="js/amd-compiled.js" src="/3rdparty/require.js"></script>
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